As the new warchief of the Horde, Garrosh is a proud and vicious warrior who rules with an iron fist. His hatred for the Alliance burns like wildfire, and he will stop at nothing to destroy them. By his axe, the orcs will reclaim their rightful glory.

Armor Indicators: Armor buff and debuff indicators have been added next to Hero healthbars.

Cursor Cooldown Notifications: •An option to display ability cooldown indicators near your mouse cursor has been added. •This feature can be enabled or disabled in the options menu

MVP Banners: The MVP player’s Banner will now show in the initial MVP screen.

In-Game Chat Improvements:

The in-game chat box can now be moved by clicking and dragging the directional arrow indicator seen when the chat box is open.•In-game chat history can now be accessed using the ‘Page Up’ and ‘Page Down’ hotkeys.•A timestamp option has been added to display in-game times before chat messages.•Hero names will now display as Hero icons to the left of messages in chat.

Abilities •Worker Rush (Z)​ •Worker Rush can no longer be activated while the Worker Rush buff is still active. This will prevent players from accidentally placing the ability on cooldown when leaving the Hall of Storms.

•Braxis Holdout: Fixed a rare issue that could cause large units to get stuck on the corners of Structures.

•Warhead Junction: AI players will no longer become stuck in the southwest hand corner of the Battleground when retreating down the bottom lane.

Heroes, Abilities, and Talents •Alarak: Marking The Lost Vikings with Rite of Rak'Shir during their Longboat Raid Ability and then killing the Longboat will now correctly grant bonus Sadism and Rite of Rak’shir cooldown reduction.•Alarak & Artanis: Fixed an issue causing Deadly Charge to go on a full cooldown if Alarak is hit by Phase Prism while channeling.•Arthas: After Arthas completing the Frost Presence Questing Talent the Shattered Armor Talent will now correctly apply Armor Reduction to Heroes who have been rooted by Howling Blast. •Cassia: Blinding Light will no longer reveal Stealthed enemy Heroes.•Chen: Medivh’s Ley Line Seal can no longer cause Chen and his Storm, Earth, Fire Spirits to exist simultaneously. •D.Va: Now properly contests Objective Capture Points while exiting her Mech.•D.Va: Now properly contests and pushes Hanamura Payloads while exiting her Mech.•D.Va: D.Va’s Basic Attacks are now halted during her Taunt and Dance animations.•D.Va: The Call Mech status bar that appears under D.Va’s party frame portrait no longer persists after she dies and respawns in Mech Mode. •Kharazim: Seven-Sided Strike will no longer target D.Va's Mech during Self-Destruct. •Genji: X-Strike can now be properly self-cast. •Greymane: Can now correctly cast Go For the Throat a second time after using the Ability to kill D.Va’s Mech. •Lt. Morales: Entering a Medivac as it is destroyed will no longer cause the Medivac UI to persist on-screen. •Probius: Pylons that are affected by a time stop, such as Zeratul’s Void Prison, will no longer cause Warp Rift’s cooldown to be paused for the duration of the effect.•Ragnaros: Lava Wave now correctly contributes to Ragnaros’ Siege Damage. •Rexxar: Fixed an issue that could cause Misha to become briefly unresponsive after respawning if she was killed while Rexxar was affected by time stop effect. •Samuro: Selecting Mirror Images via control groups will no longer cancel their active movement commands. •Sonya: The Ancient Spear model will no longer visually persist when cast on an allied Gate prior to game start. •Stasis: Fixed an issue in which cooldowns for self-stasis effects, like Chromie’s Time Out, would not begin counting down until the Hero respawned if that Hero was killed immediately after the self-stasis effect concluded.•Stealth: Fixed an issue that could cancel the Stealth effect provided by Valeera’s Vanish and Tyrande’s Shadowstalk when cast at a specific moment during those Heroes’ Basic Attacks.•Sylvanas: Can cast Possession on units spawned by Bosses on Warhead Junction.•Thrall: Fixed an issue allowing Sundering to be seen and heard through fog of war.•The Butcher: Fixed an issue preventing Ruthless Onslaught from activating when targeting an enemy that moves into fog of war. •Tracer: Ricochet will no longer cause Tracer’s Basic Attacks to bounce to Stealthed Heroes. •Tychus: Fixed an issue preventing Drakken Laser Drill from displaying a range indicator. •Tyrael & The Butcher: Fixed an issue that allowed Sanctification to go off despite Tyrael being stunned by Ruthless Onslaught. •Valla: Fixed an issue that prevented the Death Dealer talent from refreshing the cooldown of Vault after killing a structure. •Valeera: Fixed an issue that caused Valeera to break Stealth if Sinister Strike was cast immediately before attempting to Vanish. •Zul’jin: Fixed an issue preventing Zul’jin from self-casting Guillotine. Sound •Stukov: Fixed an issue causing Massive Shove sound effects to play for too long if the target was pushed an exceptionally long distance.•Genji: Fixed an issue preventing the Shingan talent from playing quest tracking sounds if a target was hit with all 3 Shurikens. •Hero VO: Fixed an issue that occasionally caused Heroes to play a previously selected Heroes’ voice line when locking in during draft mode. User Interface •Quests: Fixed an issue causing Daily Quests to appear delayed upon initial login.•Heroes Brawls: Fixed an issue that could cause players to become stuck on ‘Waiting for Game Results’ after finishing a Heroes Brawl.

On August 01 2017 09:40 sM.Zik wrote:I have the feeling Garrosh E ability is gonna be problematic (as in a bit op). Displacement effects are incredibly strong in hots and this one seems pretty easy to use.

I'm watching mewnfarez repeatedly do a very basic combo of drag in + flip over and it pretty much guarantees a kill. Q+E.

Also, mewn vs horse in friendly customs and it's hilarious how tanky Garrosh gets at low health. The armor is super strong, so percent damage or armor ignoring attacks seem to be a must to counter him.

On August 01 2017 09:40 sM.Zik wrote:I have the feeling Garrosh E ability is gonna be problematic (as in a bit op). Displacement effects are incredibly strong in hots and this one seems pretty easy to use.

Yeah I agree, and I foresee him being broken good even after multiple nerfs just cause of his kit. Wrecking Ball has too much range, he doesn't need to be in melee like Diablo to throw you and on top of that his level 7 talent gives you another ability to throw allies without sharing cd with Wrecking Ball and that needs to change asap in my opinion, at least like with Stitches' helping hand.

Can't comment on Butcher, but this design definitely goes along with his fantasy, being roaming ambusher than farming a lane half of the game. Don't know if he will be stronger or weaker, but like him more now.

"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."

I wish it wouldnt be garrosh that gets the warhammer 40k ork style skin :< and that it would be more 40k.

I dislike about Garrosh that the sweet spot for avoiding his abilities is only really abusable for tiny hitbox heroes. And that they made his ability really easy to hit against noobs.Meanwhile Zuljins axe throw takes a ton of training and movement to hit until you finish his quest.

Garrosh has alot of noob trap skills. Low health means powerful, easy to hit skillshots vs standing still ranged heroes. Increasingly tanky vs auto attacks.Of course that also means his winrate will drop as people get better vs him. But it will be a rough start and always rough for beginners. So he will probably go the way of the Stitches at minimum or even get Nova'd. There will be just to many complaints.

Most of the Butcher changes are actually pretty heavy nerfs, but the power increases on the back end and the buffs to takedowns, which are important in forcing Butcher to be a ganking hero, actually make this a pretty good rework, because they make him much more skillful to use, rather than what I did to level him up in AI games, which was Q build lane clear with Abatoir as a safety net. Now I can go Chop Meat at 1, which I consider a more interesting talent overall. I'll lose more games since I'm garbage at avoiding death as a player, but they'll be games I deserve to lose.

badly worded. But ingame heroes only dropped the 1 meat icon once the quest was completed before. Will give Butcher an earlier power spike. But he would have needed a when behind buff. Not a when ahead buff.

Per meat? So Heroes drop just 1 meat instead of 25 right? otherwise this would be bonkers

It is badly worded, it gives you 10 meat, or in other words just 5 damage.

The thing people don't take into consideration, and which is a huge buff, is the fact that before if you manage to kill a hero and die at the same time, you would be at -5 meat, or 0 if you took Abattoir. I don't know how many times it happened to me that I managed to get a kill only to see 2 heroes popping up out of nowhere and kill me. Now after the rework, killing a hero gives you 25 meat, but with dying you are still losing 10. So deaths in the early game are not as punishable as before if you manage to get kills, like 4 kills and 4 deaths puts you still at 60 meat and that is quite big buff.

"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."

Hanamura has been temporarily removed from all game modes except Custom Games in order to undergo changes. Click here to learn more:

I’d like to thank everyone for the tremendous amount of feedback we’ve received on Hanamura since its release.

We’re continually trying to push the boundaries with Heroes of the Storm and Hanamura is no exception. It introduces new concepts to the game and some of them have been more successful than others. We’ve made a couple rounds of changes since the battleground's release to address tuning feedback, but have identified a number of more fundamental changes we want to make as well.

While we work on these changes, we’re going to remove Hanamura from the battleground rotation for all normal gameplay modes starting with this week’s patch. We don’t have a timeline for when Hanamura will return, but the battleground will remain available in custom games in the meantime.

Dragon Shire

Dragon Knight (These changes have been live since the Stukov patch but were missing from patch notes)+ Show Spoiler +

General Now deals double damage to minions Base Health increased from 8000 to 9300 Starting duration increased from 50 to 55 seconds Adjusted weapon swing to feel more responsive

Flame Breath (Q) Base initial damage increased from 70 to 85 Damage over time effect now happens in half the previous time (total damage has not been changed)

Savage Charge (W) No longer has a .25 second damage delay after punting the target Base damage increased from 300 to 450

On August 01 2017 09:40 sM.Zik wrote:I have the feeling Garrosh E ability is gonna be problematic (as in a bit op). Displacement effects are incredibly strong in hots and this one seems pretty easy to use.

Yeah I agree, and I foresee him being broken good even after multiple nerfs just cause of his kit. Wrecking Ball has too much range, he doesn't need to be in melee like Diablo to throw you and on top of that his level 7 talent gives you another ability to throw allies without sharing cd with Wrecking Ball and that needs to change asap in my opinion, at least like with Stitches' helping hand.

On August 01 2017 09:40 sM.Zik wrote:I have the feeling Garrosh E ability is gonna be problematic (as in a bit op). Displacement effects are incredibly strong in hots and this one seems pretty easy to use.

Yeah I agree, and I foresee him being broken good even after multiple nerfs just cause of his kit. Wrecking Ball has too much range, he doesn't need to be in melee like Diablo to throw you and on top of that his level 7 talent gives you another ability to throw allies without sharing cd with Wrecking Ball and that needs to change asap in my opinion, at least like with Stitches' helping hand.

I found Hanamura fun, since it usually ended with a Boss fight in the middle. But usually 3 of 5 people didnt know what the hell they were doing and idled around enemy payload. And a few heroes were way to strong on the map too.

But I guess just like haunted mines, they will rework this map into Hanamura for dummies. To be fair to the dummies, Hanamura switched up the usual heroes playstyle completely.